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82 lines
1.8 KiB
82 lines
1.8 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Kinect/DepthTexShader" {
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Properties {
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//_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma target 5.0
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//#pragma enable_d3d11_debug_symbols
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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//uniform sampler2D _MainTex;
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StructuredBuffer<uint> _DepthMap;
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uint _TexResX;
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uint _TexResY;
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uint _MinDepth;
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uint _MaxDepth;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = v.texcoord;
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return o;
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}
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fixed3 hsv2rgb(fixed3 c)
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{
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fixed4 K = fixed4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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fixed3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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float4 frag (v2f i) : COLOR
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{
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uint dx = (uint)(i.uv.x * _TexResX);
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uint dy = (uint)(i.uv.y * _TexResY);
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uint di = (dx + dy * _TexResX);
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//return float4((float)dx / (float)_TexResX, (float)dy / (float)_TexResY, 0, 1);
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uint depth2 = _DepthMap[di >> 1];
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uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
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//depth = (depth >= _MinDepth && depth <= _MaxDepth) * (depth << 2);
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uint cDepth = clamp(depth, _MinDepth, _MaxDepth);
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//float r = (float)(depth & 0xff) / 255.0;
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//float g = (float)(depth >> 8) / 255.0;
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//return float4(r, g, 0.0, 1.0);
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float fDepth = ((float)cDepth - (float)_MinDepth) / (float)(_MaxDepth - _MinDepth);
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float3 hsvDepth = float3(fDepth, 1.0, 1.0);
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float3 rgbDepth = hsv2rgb(hsvDepth);
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return float4(rgbDepth * (depth != 0), 1.0);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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